Shot One

May 2018 (Week 2)

+ Passed 1500 followers recently
+ Swapped from Enlighten to SEGI
+ Fixed a mountain of lighting issues
+ Volt's animations are nearly done
+ Player controller now has 80% functionality, needs a few more states and polish
- Internal prototype needs to be finished soon to court a potential funder
+ Once the prototype is done we'll start sharing gameplay

April 2018 (Week 1)

+ Animation refinement continues on Vlad
+ Voice tests for animation nearly done
+ Stage manager first pass completed
+ Menu systems nearly complete
+ Blocking scene updated for animator
- Kiera modeling continues
- Environment art on hold stalled due to a family issue

March 2018 (Week 5)

+ UML document for first prototype complete (Deadline set to late May)
+ Menu flow and level manager in progress
+ Aimblend system being refined in correlation to input
+ Vlad animations about halfway complete for first pass
+ Dialogue system test in progress
+ Sample lines recorded for Vlad
- Water shader needs revisions after first pass
- Concept art has been slowed due to some freelance

March 2018 (Week 4)

+ Prototype one scope set at last discord meet
+ Blocking, collision and special shot systems completed-Subsystems alld one
+ Water shader first pass complete, needs some retooling for addtl. features
+ Emerald Coast Arena further refined, needs ambient animations and general polish
+ Animations for Vlad in progress
- Character art on Kiera is still pending

March 2018 (Week 3)

+ Water shaders in progress for proto stage
+ Initial in game animation refinement in progress for Vlad
+ Final base systems are being completed prior to moving to proto (Collision and non linear curve special disc shots)
+ Refinement on some concepts for Dr. Gel, Kiera, and Pixel
+ Terra arena being further refined for first playable
- Last week was a little slow due to multiple events and a team meet

March 2018 (Week 1)

+ First all hands on deck meeting of the year happened, got the entire team on the same page regarding working towards the vertical slice.
+ Vlad Volt pose sheets and rig refinement are finally complete after some revisions popped up that needed work
+ Linear arena collisions completed
+ Curved disc shots completed
+ Disc special curve shots in progress
+ Dexterity test in progress
+ Pixel/Kiera/Dr. Gel concepts being refined further
- Issue with Pixel's color scheme will mean it'll need to be revisited
- Character art is on hold for the time being due to freelance work (Not a big deal)

February 2018 (Week 4)

+ Curve shots completed
+ Dash system completed
+ Dexterity tests in progress
+ Pixel refinement in progress
+ Vlad Rig complete
- Minor issues still present with Vlad's pant deformation and texture. Working on a solution.
- Slow week 3d art wise

February 2018 (Week 3)

+ Dash can now end early and adjusts animation
+ Curved shot patterns nearly finished
+ Vlad Rig finalized pending minor adjustments
+ Work continues on Emerald Coast arena
+ Pixel color pass complete
+ Kiera 'rage mode' illustration' complete
- Minor hiccups with curve input analysis
- One of our coders out for a few days

February 2018 (Week 2)

+ Vlad rerigging continues as scheduled
+ Pixel concept is in progress, second iteration underway
+ Environment art testbed is in progress for Emerald Coast arena
+ Animation test bed has a lot more functionality and has shown some needed mods to the animators
- Minor issue with Vlad's texture clarity resulted in revisions
- Perforce license issue delayed bringing on new coder by a day or two

February 2018 (Week 1)

+ Working on test beds for animations and game mechanics
+ Reskinning the rebuilt Vlad Volt model and rig
+ Figured out a blending tree issue and clarified animation states regarding dashing
+ UI style mockup for win screen completed
+ Dr. Gel concept completed
- Still hunting for secondary coder to join team
- Multiple team members out last week